Or just try to search forums for multithreading (things), because I guess your questions applies to the core question, why only one core is used instead of all.If you are really interested you could grep Mantis for terms like multithreading or just 64 bit.I still agree it should be possible. Imagine unjiggled battles on https://zero-k.info/Maps/Detail/7309 or on Super Speed Metal. :_)Devs would agree so hard that they even would make Speed Metal a featured map. ;-)

64 bit has been around for some time and is the default if you play zk on Linux. 64 bit simply allows the game to use more memory, it does not magically speed up your processor. Feel free to do benchmarks though.

I think there might be several confusions:- why do you say zero-k is 32 bit? (didn't bother to check for windows but the linux one is 64bit - this is mentioned in the download page at https://zerok.itch.io/zero-k )- the number of bits impacts the size of memory the program can use, not the "processor usage". A 32bit program can access at most 4GB (2 to the power of 32 is 4 GB) while a 64bit program can access much more memory.

Also, "processor usage" is not what you want to "increase" you would like the game to go smoothly. For example on the computer I play game runs perfectly fine. This is because processor is from 2017 (new), and it is a good/fast/modern one and can run well the game.

Migrating to 64 bit engine would require a lot of testing to ensure nothing is broken, this requires coordinating a lot of people over a long period of time so is fairly hard to do. The last time we tried we discovered 64 was not reliable enough for use and there is some likelihood this is still the case so any issues would require fixing in engine as well.

2plus2is5 I am generally wary of laymen suggesting highly technical improvements to performance. The players often assume that the benefits of something are greater than they are in reality and easier to implement. I have seen this in many uninformed discussions about multi-threading and apparently 32 bit is another example. I don't even claim to know that much about these areas, but I have done benchmarks over the years of what the engine implements.

There is (or was) a mostly working windows 64 bit build for Spring. I recall the performance being slightly better, but may be wrong. I think I made an old thread encouraging people to manually install and use it in general play. I stopped pursing it in recent months because I found bugs specific to the 64 bit windows builds and it was not the time to attempt to adopt a new build. The engine developers may take a closer look at the bugs if we express interest and do some further testing.

If you want to nitpick, using 64 bit means you use MORE memory for the same operations. Imagine you have 1204 pointers, o n 32 bits means you use 32/8=4 bytes per pointer which means 1024*4=4k bytes. On 64 bits means you use 64/8=8 bytes per pointers which means 1024*8=8k bytes.